I really liked the spooky vibe of Drustvar. There’s a quest where you go into the ghost world at a party- loved that. I wish there were more side quests like that, per each map.
But they have a lot of fun spooky quests. I like the Drust as enemies.
(Also, there are haunted pigs there)
3 Likes
Drustvar was the one time in the Alliance zones that it felt like Blizzard was really flexing their creative muscles and was a nice slice of content in an otherwise miserable expansion.
2 Likes
It is the only zone that actively made me hate an NPC with a burning hatred.
Abby Lewis is a monster.
3 Likes
I’d kill to have more spooky zones in wow. I just love them so much, it makes the game feel real, I don’t know.
5 Likes
Poor Smoochums… But it’s ok I have his spirit as my pet now.
2 Likes
Not even the Forsaken would sacrifice a pet
she was pure evil.
5 Likes
I feel bad for the men of Drustvar. At any given time, about 80% of the women around them are some variety of witch, unlike in the real world where it’s only about 60%.
3 Likes
It was… just excellent. It had a complete, solid, yet simple story. It’s eerie feel is felt throughout the zone. The artwork of the zone and the drust feels excellent. Finally… the music… the music is just perfect.
Oh… and having a creepy child quest right at the start of the zone was perfect for setting the mood of the zone.
2 Likes
- Great and unique biome
- Soundtrack slaps
The art department always carries, but Drustvar was very different from two pastoral/bucolic zones, two jungles and a desert, which we’ve had before. We hadn’t had a spoopy forest for a while, since Cata basically (Duskwood and Gilneas).
- Cohesive storytelling (that had absolutely very little to do with the BFA narrative) that
- Had a great conclusion in a fun dungeon
TBH I find that zones that are kind of out of left field re: the rest of the expansion are always just a little bit more fun. Case in point, Stormheim, Spires of Arakk, Valley of the Four Winds.
4 Likes
I did have to have her tea set though, between her and Y’shaarj we’re all having a lovely little tea party chat in my head…
2 Likes
I preferred that honestly. The zones were loosely tied together, but it wasn’t ALL about the main story the way SL felt.
If wanted to play with pirates there was a place for that. want to run around with witches, place for that too.
Felt more like playing the classic zones. Each felt like it’s own adventure, with some common threads tying them together - rather than one adventure, with a few partially interesting side quests.
5 Likes
Drustvar Kul’tiran male: “She stole my heart! Literally!!”
2 Likes
i liked the wands and the whole witches halloween feel to it
2 Likes
For me, the whole zone (for the most part) was woven in the main story for that zone.
Much like Naz’mir and Vol’dun.
1 Like
Also, I got to watch a lady chase a Wicker beast around at a wedding…
2 Likes
The zone, beginning to end, from overall design and atmosphere to NPCs to quests to the dungeon, has a unified, unique, interesting storyline that takes you on a journey in large and small ways. I can’t think of another zone that managed to do the same on EVERY point. Maybe the Cataclysm version of Stonetalon came close.
There are plenty of zones with a theme. Almost every zone I can think of has a semi-unique look and some ongoing clusters of quests that sort of relate to the theme. But almost none of them tell you a story the way that Drustvar does. It’s on a whole other level compared to the usual “collect 10 bear butts” or “engage in this mildly diverting collection of quests revolving around choosing a gryphon versus a lion companion”.
But there’s still enough 10-bear-butt collecting that you’re not on the rails the whole time, you’re swept in at first and then you get to discover the ongoing story at your own pace, because it’s everywhere. NPCs, quest givers, mobs, flavor items, all of it contributes to the ongoing sense of mystery and discovery of a deepening plot. The end of the storyline dovetails into the dungeon perfectly, and the dungeon wraps up the story with a neat little bow.
Seriously, it’s like a masterwork in “level” design in games.
4 Likes
Literally one of the most memorable moments in WoW questing for me, ever, was the questing encounter in that cave in Townlong Steppes where it used a move that turned your screen black and made a scream. I was wearing headphones and got the full experience.
This guy! https://www.wowhead.com/quest=30926/the-terrible-truth
2 Likes
It’s got the whole “We don’t go there” and “We don’t talk about < place name >” vibe going for it, and that was well reinforced prior to the re-establishment of the Inquisitors, when the only thing stood between the tainted woods and honest people were, apart from said locals, adventurers.
I’d say it’s a lot like old Duskwood; untamed, spooky, far from civilization even in the middle of town, just more to do with witches than werewolves. Like taking a stroll through urban decay, just without the worry that some bum will trundle out of the dark and shiv you for all you’re worth.
5 Likes
It’s probably drust cause people like witches and wicker people I guess.
5 Likes